Cloth

I made a plane with high subdivisions in Max, converted it to a cloth object, made a simple simulation and collapsed the stack and exported the mesh to ZBrush (Fig.06)

Fig. 06

Bag

The bag was fun to create. I started from a cube in Max, made basic cuts in the geometry and split the bag according to its material. I split it into eight or nine different parts, took them separately to ZBrush and detailed each part. I later constructed the threading that holds all the parts together and also the zippers. There was lot of to-ing and fro-ing between ZBrush and Max for the bag. Once all the parts were detailed separately, I combined them all into one subtool. Even when the bag was a single subtool, the polygroup feature enabled me to select each part separately and detail it if necessary at a later stage. This was especially helpful in selecting and shaping the straps to conform to the body (Fig.07).

Fig. 07

So, one by one, I brought all the parts into ZBrush, and sculpted them. I used various alphas for pore details on the face (Fig.08).

Fig. 08

I exported the face in its lowest subdivision to Max for modeling the hair. I used the Line tool, and started constructing the hair. I switched on Enable in View Port under the Rendering tab and set the rendering method to Rectangular (Fig.09).

Fig. 09

Lowres Modeling

I used the Decimation Master on the subtools and exported a decimated mesh to Max for modeling the low res. I either constructed a completely new lowres from scratch or edited the highres. The aim was to get a lowres completely conformed to the highres, so that the generated normal map was most effective (Fig.10).

(ID: 266692, pid: 0) Naoufal Dahouli on Tue, 08 April 2014 6:26pm where u fount the textures? and how u do the clothes? please tell me the software u use for the clothes.thanks

(ID: 84348, pid: 0) Bearpinata on Sun, 05 February 2012 3:40pm Excellent work on sculpting and detailing. I always cut people slack for 'style', but even so there are some *serious* anatomical issues with the shoulders, knees, etc. I know exactly which 3D.Sk reference you used for this character - you should go back and look at the reference again. No human has traps that insanely developed but with such droopy, squashed shoulders. Your early sculpts were actually looking much better in terms of anatomy - and something went terribly wrong with the low-poly mesh. Dont take this the wrong way: in terms of detailing this is top notch work - but you really need to work on anatomy.

(ID: 46061, pid: 0) Anand on Mon, 11 July 2011 6:37am This is really cool dude. Awesome creation...this char can be used for any 3D Movies or Games...
Good Job Da ;)

(ID: 14336, pid: 0) Deepam Pathak on Sun, 11 July 2010 12:43pm I specially like the overall look of the character and texturing is also spot on.
Very nice and detailed making of. . . really like it, keep it up!

(ID: 51579, pid: 794525) Chunkymunky (Forums) on Thu, 03 June 2010 2:09pm Love this character, so much charm and excellent detailing within Zbrush, a really great breakdown and making of, thanks for sharing :)

(ID: 314443, pid: 794525) Chunkymunky (Forums) on Thu, 03 June 2010 2:09pm Love this character, so much charm and excellent detailing within Zbrush, a really great breakdown and making of, thanks for sharing :)